{"title":"了解社交游戏化的失败:用户疲劳的视角","authors":"Hualong Yang , Le Wang , Zhibin Hu , Dan Li","doi":"10.1016/j.elerap.2024.101369","DOIUrl":null,"url":null,"abstract":"<div><p>Social gamification design has been widely used in various industries to enhance user engagement. Although social gamification design can help to shape user behavior to some extent, this design mechanism has significant negative effects on users. Few studies have explored the relationship between social gamification and user fatigue. To fill this research gap, we constructed an empirical research model based on the transactional theory of stress and coping and explored the impact of social gamification on users’ psychological stress (reputation maintenance concern and fear of missing out) and fatigue, as well as the moderating effects of player type (achievers and socializers) in this process. To test our research hypotheses, we collected information from 450 users via a questionnaire. The empirical results reveal that social gamification competition and interactivity are positively associated with reputation maintenance concern, which is positively related to fear of missing out and user fatigue. Additionally, our research determined that being an achiever positively moderates the relationships between competition, reputation maintenance concern, and fear of missing out, while being a socializer positively moderates the relationships between interactivity, reputation maintenance concern, and fear of missing out. Our results are helpful in understanding the negative effects of social gamification design and contribute to the literature on social gamification and user fatigue.</p></div>","PeriodicalId":50541,"journal":{"name":"Electronic Commerce Research and Applications","volume":"64 ","pages":"Article 101369"},"PeriodicalIF":5.9000,"publicationDate":"2024-02-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Understanding the failing of social gamification: A perspective of user fatigue\",\"authors\":\"Hualong Yang , Le Wang , Zhibin Hu , Dan Li\",\"doi\":\"10.1016/j.elerap.2024.101369\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><p>Social gamification design has been widely used in various industries to enhance user engagement. Although social gamification design can help to shape user behavior to some extent, this design mechanism has significant negative effects on users. Few studies have explored the relationship between social gamification and user fatigue. To fill this research gap, we constructed an empirical research model based on the transactional theory of stress and coping and explored the impact of social gamification on users’ psychological stress (reputation maintenance concern and fear of missing out) and fatigue, as well as the moderating effects of player type (achievers and socializers) in this process. To test our research hypotheses, we collected information from 450 users via a questionnaire. The empirical results reveal that social gamification competition and interactivity are positively associated with reputation maintenance concern, which is positively related to fear of missing out and user fatigue. Additionally, our research determined that being an achiever positively moderates the relationships between competition, reputation maintenance concern, and fear of missing out, while being a socializer positively moderates the relationships between interactivity, reputation maintenance concern, and fear of missing out. Our results are helpful in understanding the negative effects of social gamification design and contribute to the literature on social gamification and user fatigue.</p></div>\",\"PeriodicalId\":50541,\"journal\":{\"name\":\"Electronic Commerce Research and Applications\",\"volume\":\"64 \",\"pages\":\"Article 101369\"},\"PeriodicalIF\":5.9000,\"publicationDate\":\"2024-02-07\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Electronic Commerce Research and Applications\",\"FirstCategoryId\":\"91\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S1567422324000140\",\"RegionNum\":3,\"RegionCategory\":\"管理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"BUSINESS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Electronic Commerce Research and Applications","FirstCategoryId":"91","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1567422324000140","RegionNum":3,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"BUSINESS","Score":null,"Total":0}
Understanding the failing of social gamification: A perspective of user fatigue
Social gamification design has been widely used in various industries to enhance user engagement. Although social gamification design can help to shape user behavior to some extent, this design mechanism has significant negative effects on users. Few studies have explored the relationship between social gamification and user fatigue. To fill this research gap, we constructed an empirical research model based on the transactional theory of stress and coping and explored the impact of social gamification on users’ psychological stress (reputation maintenance concern and fear of missing out) and fatigue, as well as the moderating effects of player type (achievers and socializers) in this process. To test our research hypotheses, we collected information from 450 users via a questionnaire. The empirical results reveal that social gamification competition and interactivity are positively associated with reputation maintenance concern, which is positively related to fear of missing out and user fatigue. Additionally, our research determined that being an achiever positively moderates the relationships between competition, reputation maintenance concern, and fear of missing out, while being a socializer positively moderates the relationships between interactivity, reputation maintenance concern, and fear of missing out. Our results are helpful in understanding the negative effects of social gamification design and contribute to the literature on social gamification and user fatigue.
期刊介绍:
Electronic Commerce Research and Applications aims to create and disseminate enduring knowledge for the fast-changing e-commerce environment. A major dilemma in e-commerce research is how to achieve a balance between the currency and the life span of knowledge.
Electronic Commerce Research and Applications will contribute to the establishment of a research community to create the knowledge, technology, theory, and applications for the development of electronic commerce. This is targeted at the intersection of technological potential and business aims.